Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Doom-X-Machina

Members
  • Content count

    799
  • Joined

  • Last visited

About Doom-X-Machina

  • Rank
    Forum Regular

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Doom-X-Machina

    ACS Being Dumb!

    Watch this. All those explosions... the flying debris... the tentacle orb... the sparks... the smoke... the portal.... ALL custom DECORATE actors (no different to a monster) activated via ACS with their SpawnID numbers. It IS possible. Here is the proof. I really do take umbridge to people telling me I'm wrong when I have proof, in writing, in code, in game that it DOES work. I spent about 30 minutes last night looking at your code in MAP03 and even after importing working code from my own WAD into yours, I could not get it work. I believe it may have something to do with your level progression setup and being able to jump from map to map via Linedef may be messing up the ability for the script to fire. Even changing it to a (VOID) script and setting it launch from a switch didn't activate it. There is something else amiss and unfortunately I didn't have any more time to spend on it as I have my own stuff to work on. But I assure you, as you can see above... custom actors CAN be spawned by ACS. Below is the code of that entire sequence. script 8 (Void) //ELEVATOR BOOM { ACS_Terminate (2, 8); SetLineBlocking (81, BLOCK_EVERYTHING); //BOOM Thing_SpawnNoFog (79, 158, 0, 0); //BIG BOOM AmbientSound ("SFX/SFXBOOM3", 127); Delay (8); AmbientSound ("SFX/SFXBOOM", 127); Delay (8); Thing_SpawnNoFog (80, 158, 0, 0); //BIG BOOM AmbientSound ("SFX/SFXBOOM2", 127); Delay (16); AmbientSound ("SFX/SFXBOOM2", 127); Thing_SpawnNoFog (12, 158, 0, 0); //BIG BOOM Thing_Activate (77); //BOOM SetLineTexture (64, SIDE_FRONT, TEXTURE_MIDDLE, "-"); //BOOM SetLineTexture (64, SIDE_BACK, TEXTURE_MIDDLE, "-"); //BOOM SetLineBlocking (64, BLOCK_NOTHING); //BOOM Thing_Remove (78); //LIGHTS OUT Delay (35); FloorAndCeiling_LowerByValue (39, 246, 2048); //ELEVATOR DROP AmbientSound ("SFX/ELEDROP", 127); Delay (8); AmbientSound ("SFX/FUCK", 127); Delay (65); Thing_SpawnNoFog (96, 300, 0, 0); //SMOKE Thing_SpawnNoFog (97, 300, 0, 0); //SMOKE Thing_Activate (40); //LOWER DOOR BOOM Thing_SpawnNoFog (88, 158, 0, 0); //BIG BOOM AmbientSound ("SFX/SFXBOOM3", 127); Delay (5); AmbientSound ("SFX/SFXBOOM", 127); FadeTo (0, 0, 0, 1.0, 0); //BLACKOUT SetPlayerProperty(1, 1, PROP_TOTALLYFROZEN); //FREEZE Delay (35*5); SetFont("BIGFONT"); HudMessage(s:"A SHORT TIME LATER..."; HUDMSG_TYPEON | HUDMSG_LOG, 1, CR_WHITE, 0.1, 0.9, 5.0); Delay (35*3); FadeTo (0, 0, 0, 0, 5.0); AmbientSound ("SFX/sfx004", 127); //DISTANT EXPLOSIONS Delay (35*5); SetPlayerProperty (0, 0, PROP_TOTALLYFROZEN); //UNFREEZE } Script 11 (void) //START WARPGATE { AmbientSound ("SFX/SFX001", 127); //COMPUTER Ceiling_LowerByValue (45, 16, 120); //CLOSE DOORS Thing_SpawnNoFog (85, 314, 0, 0); //SPAWN TENTACLE ChangeSky ("MARSORB", "MARSORB"); //CHANGE SKY Thing_Remove (40); //CLEAN UP DEBRIS Light_Fade (94, 160, 35*11); //LIGHT UP PORTAL Light_Fade (95, 160, 35*11); //LIGHT UP PORTAL Light_Fade (89, 255, 35*11); //LIGHT UP PORTAL RUNES Delay (35*3); AmbientSound ("SFX/SFX009", 127); SetLineTexture (10, SIDE_FRONT, TEXTURE_MIDDLE, "MCTC19A"); //TENTACLE CHAMBER Ceiling_RaiseByValue (86, 4, 196); //POWER RISE Delay (35*2); ChangeFloor (10, "MCTC291"); AmbientSound ("SFX/SFX009", 127); Delay (35*2); ChangeFloor (11, "MCTC291"); AmbientSound ("SFX/SFX009", 127); Thing_SpawnNoFog (92, 158, 0, 0); //ELEVATOR BOOM AmbientSound ("SFX/SFXBOOM", 127); //BOOM SetLineTexture (93, SIDE_FRONT, TEXTURE_MIDDLE, "DDUACG3"); //WINDOWS SMASH SetLineTexture (93, SIDE_BACK, TEXTURE_MIDDLE, "DDUACG3"); //WINDOWS SMASH SetLineTexture (9, SIDE_FRONT, TEXTURE_MIDDLE, "DDUACG3"); //WINDOWS SMASH SetLineTexture (9, SIDE_BACK, TEXTURE_MIDDLE, "DDUACG3"); //WINDOWS SMASH SetLineBlocking (93, BLOCK_NOTHING); //WINDOWS SMASH Thing_SpawnNoFog (6, 156, 0, 0); //STEAM Thing_SpawnNoFog (7, 157, 64, 100); //SPAWN SPARKERS Thing_SpawnNoFog (8, 157, 192, 100); //SPAWN SPARKERS Thing_SpawnNoFog (11, 157, 0, 101); //SPAWN SPARKERS Thing_SetSpecial (100, 0, 2, 512, 0); //ACTIVATE SPARKERS Thing_SetSpecial (101, 0, 0, 512, 0); //ACTIVATE SPARKERS Delay (35*2); ChangeFloor (13, "MCTC291"); AmbientSound ("SFX/SFX009", 127); Delay (35*2); ChangeFloor (14, "MCTC291"); AmbientSound ("SFX/SFX009", 127); Delay (35*2); Thing_SpawnNoFog (88, 170, 0, 88); //PORTAL Delay (35*1); ChangeCeiling (90, "F_SKY1"); //OPEN SKY ChangeCeiling (95, "F_SKY1"); //OPEN SKY ChangeFloor (90, "F_SKY1"); //OPEN FLOOR SetLineSpecial (89, ACS_Execute, 12); //SET EXIT LINES } script 12 (VOID) //EXIT { Thing_Remove (88); SetPlayerProperty(1, 1, PROP_TOTALLYFROZEN); //FREEZE FadeTo (255, 255, 255, 1.0, 5.0); //FADE TO WHITE Delay (35*2); AmbientSound ("SFX/SFXBOOM3", 127); Thing_SpawnNoFog (96, 158, 0, 0); //BOOM SetLineTexture (14, SIDE_FRONT, TEXTURE_MIDDLE, "DDUACG3"); //WINDOWS SMASH SetLineTexture (14, SIDE_BACK, TEXTURE_MIDDLE, "DDUACG3"); //WINDOWS SMASH Delay (35*1); AmbientSound ("SFX/SFXBOOM2", 127); Thing_SpawnNoFog (97, 158, 0, 0); //BOOM SetLineTexture (15, SIDE_FRONT, TEXTURE_MIDDLE, "DDUACG3"); //WINDOWS SMASH SetLineTexture (15, SIDE_BACK, TEXTURE_MIDDLE, "DDUACG3"); //WINDOWS SMASH Delay (35*5); Exit_Normal (0); //EXIT }
  2. Doom-X-Machina

    ACS Being Dumb!

    Yes they can. I do it all the time. And not just with monsters. It works with any actor that has a SpawnID number in it's DECORATE file. Thing_Spawn (X, SPAWNID, Y, Z); X is the mapspot tag to spawn it, SpawnID is assigned in the monster's DECORATE, Y is the byte angle to spawn it at and Z is if you want to assign a new tag to the monster after it spawns. Aaaaaaaaaaaaaaand it's not working so MAAAAAAAAAAAAYBE try another string option? There's more than one way to skin a cat. And if there's anything I've learnt in the last half decade with ACS is that there are multiple ways to achieve the exact same thing in a lot of instances.
  3. Doom-X-Machina

    ACS Being Dumb!

    Definitely NOT, it's required for Spawn_Thing strings. Did you not read the link I posted?
  4. Doom-X-Machina

    ACS Being Dumb!

    https://zdoom.org/wiki/Thing_Spawn Does your customer monster have a SpawnID number in it's DECORATE file?
  5. Doom-X-Machina

    ACS Being Dumb!

    Yep. ENTER and OPEN scripts have no parenthesis, but VOID scripts do. Took me a while to work that out myself when I started working with ACS.
  6. Hey everyone... Got an OPEN script that freezes the player in a closed room while a cutscene plays, then teleports the player to the start location as the cutscene ends and the player unfreezes... It all works except the player won't teleport... but... it used to... that's the stupid thing about it. Script 1 OPEN //MAP NAME & FADE IN { FadeTo (0, 0, 0, 1.0, 0); //INSTANT BLACK SetPlayerProperty (0, 1, PROP_TOTALLYFROZEN); //FREEZE ACS_Execute (100, 1, 0, 0, 0); //LAUNCH CAMERA SCRIPT //BLAH BLAH BLAH... Teleport_NoFog (23, 64, 12); //SHIFT PLAYER START SetPlayerProperty (1, 0, PROP_TOTALLYFROZEN); //UNFREEZE ACS_Terminate (100, 1); //CAMERA SCRIPT END ChangeCamera (0, 0, 0); } Script 100 (void) //CAMERA CONTROL { ChangeCamera (200, 0, 0); //CAMERA CONTROL Thing_Activate (200); //CAMERA CONTROL } The teleport destination is tagged 23 and located within sector 12. Player 1 is tagged 0. The rest of the script still works perfectly, it's just that one Teleport_NoFog call that isn't doing what it's meant to do. But used to... I am so fucking confused lol... FIX: - Destination point must be a Mapspot, not a Teleport Destination. - Script must be ENTER, instead of OPEN. - Teleport_NoFog (23, 64, 0); is correct and what I used to have. I do remember changing these two things in my recent overhaul of the map. Luckily I kept an older backup with the original working script and worked backwards from there until I found what I'd changed which messed it all up. *facepalm*
  7. Doom-X-Machina

    Horizontal decals? Liquid patches on floors...

    Had a look in the back-end of Brutal Doom v22 in SLADE... I've noticed they've implemented a flat transparent square MD3 that can accomodate various splatter textures over it (similar to what I was going for with the thin 3D sector idea). Using a model is definitely the more optimized approach for sure. I'll look to reverse-engineer and replicate something similar that's a little less OTT. Thanks for your help with this @Kappes Buur :) EDIT: Got it working and got my splatters on the floor. Again, thankyou :)
  8. Hey all... So, I got some blood splatter textures with transparencies that I can use as Linedef decals across walls etc. All good, all sweet, yay, clap clap... Is there a way to implement them horizontally on floors? I've tried extremely thin 3D sectors sitting 1 mpu off the floor with varying degrees of results... Are there another other ways? Can you set a DECORATE actor to display a sprite/texture horizontally? Does DECALDEF allow for horizontal decals or only vertical? Cheers to anyone who can help :)
  9. Doom-X-Machina

    Activating line specials with ACS? --- [FIXED IT!!]

    Thankyou for that @Aurelius. Even though I managed to get it working, this is also very helpful and useful for future things :)
  10. Hey everyone... wondering if someone out there can help... Can you activate/deactivate lines with specials on them (ie: 243 End_Normal) via ACS like you can with Thing_Activate/Deactivate? I know there's a LineSetSpecial call but I'm not quite sure how to use it properly. Any advice is much appreciated :) Sorry everyone, I worked out what I was doing wrong. Got it working. I'm an idiot lol
  11. Doom-X-Machina

    what are you working on? I wanna see your wads.

    Those shots from UDB or another program?
  12. Doom-X-Machina

    How do I make Monsters that are unable to see the Player?

    Take note also that these Imps will count toward your kill % so not being able to kill them means you can't get 100% kills on the map. You can get around this by tagging the Imps with a number, then setting a walk-over linedef just before you exit the map with a Thing_Remove special for those Imps. So long as you kill everything else in the map, you'll be able to get 100% kills because these 2 will be removed just before you exit.
  13. If it bleeds... ...we can kill it.
×